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Wizard vs Fighter - the math
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<blockquote data-quote="M_Natas" data-source="post: 9160940" data-attributes="member: 7025918"><p>Yes. The more I think about it ... you can math that problem up, too.</p><p>In the Social and Exploration Pillars, we have "At-Will-Powers": Skills and ability score modifiers and some passive features (Goliath double cartying capacity). They are the "base attack" everybody can always do. They are equivalent with the fighter attack action or wizard cantrips.</p><p>Then we have special abilities that use ressources, that can help with social and exploration pillar. Spells, bardic inspiration and some other stuff I can't remember right now.</p><p>If we look at it:</p><p>When Wizards and fighters only use their at will powers for fighting, the Fighter does roughly 100% more damage than a Wizard.</p><p>When casters and non casters use their at will social and exploration skills, only rogue ands bards get a benefit trough expertise, which is also roughly 20% at first level (to hit a DC 15 with a +5 has a 55%, with a +7 a 65% Chance, 65 is roughly 18% more than 55).</p><p>The rest is up to the players to alocate their skills and ability scores.</p><p>Wizards usually don't get high ability scores that are good for social or exploration pillar, but Bards and Druids and Clerics get that (Charisma, Wisdom). So at worst we have at Level 1 a Cleric with a perception of +5 vs our Expert Rogue with +7 (18% difference) at best we have a wizard with 0 wisdom and no Prof on perception vs a + 5 (prof.) or +7 (expertise), the difference is 83% to 117% to hot DC 15. So a character with proficiency or expertise and best ability score at lvl. 1 has roughly double the chance to successfully do a skill check against DC 15.</p><p>The other option is a +2 (prof.) Or + 3 (ability score modifiers of+3), where a + 5 or +7 is 22% to 63% more likely to succed.</p><p></p><p>But like it is often said: Everybody gets proficienies, everybody can get expertise trough a feat.</p><p>So At-Will social and exploration powers are not balanced between classes like At-Will Combat powers.</p><p></p><p>Now some classes get limited ressources that can aid them during combat and during social and exploration Pillars, mostly spells.</p><p>Now some are hard to calculate. Like, what Bonus does Disguise self actually give? But we can try.</p><p>Let's look at some spells:</p><p></p><p>Friends. Gives advantage on Charisma checks.That's a bonus that equals a +4 against a DC of 15.</p><p>Guidance: +2,5 on any skill checks on average.</p><p>And that are just cantrips.</p><p></p><p>Disguise Self - let's say that's advantage on deception. So mathematically a +4 to Skill Checks again. The same with alter Self.</p><p></p><p>Suggestion: That's hard to calculate. If the creature fails the saving throw, I would count that as a critical success. The creatures does exactly what you want. So at Lvl 1 that's a DC 13, but ignite succeeds the effects would by like a Nat 20 Persuasion Check that bypass most "the NPC wouldn't do that" problems. I would say that could be the equivalent of a +10 to a skill check trying something similar.</p><p></p><p>Enhance ability is easier: +4 thanks to advantage.</p><p></p><p>So, I will not check now all spells that have applications outside of combat and give them arbitrary numbers I think would feel right as a bonus in comparison to skill checks, but the direction is clear. Level Spells without drawback can be counted as to be the equivalent of at least a +4 for a skill check.</p><p></p><p>What does that mean?</p><p>While the At-Will Baseline Skillcheck bonus (outside of Bard an Rogue) is similar for all characters, when spellcasters have free spellslots to use, they can up their bonus by at least +4 or a 36% (skill +5) to 67% (skill 0) increased chance to hit DC 15.</p><p></p><p>So in Conclusion, while Casters have Spellslots to spare, they are 36 to 67% more efficient than non casters in the Social and Exploration pillar. Without spellslots to spare they are equal.</p><p>(Except for Bards and Rogues)</p><p></p><p><strong>Solution without making WotC change the rules:</strong></p><p>Increase the number of combat rounds and out of combat situations in which the caster will use up their spellslots.</p><p></p><p>That's like the only solution without changing the rules.</p><p></p><p><strong>Solution with changing the rules:</strong></p><ul> <li data-xf-list-type="ul">Remove expertise for the Bard. They are already a caster, so they now have at lvl. 1 a +7 and also a +4 thanks to spellcasting? That's a lot.</li> <li data-xf-list-type="ul">Either:</li> </ul><p> - Raise the Baseline for Non-Casters so that that with at Will Powers, like giving them expertise so that they 20-30% better than casters with at will skill checks. So without expending ressources Non Caster will be better at Social and Exploration, but with spending spells, Casters will be better - similar to the Fighter and Wizard in battle, where the fighter base damage is stronger than the wizard's, but when the wizard goes Nova, he outdamages the fighter. Reliable medium damage output vs. Low reliable damage output with high spikes.</p><p> - give Non Casters limited use abilities to also gain Nova Options for social and exploration pillar. The OneDND Playtest fighter actually get one such ability where he can give himself advantage on a skill check, I think.</p><p></p><p>Yes, I want my Inventor-Class or Gadget Fighter <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9160940, member: 7025918"] Yes. The more I think about it ... you can math that problem up, too. In the Social and Exploration Pillars, we have "At-Will-Powers": Skills and ability score modifiers and some passive features (Goliath double cartying capacity). They are the "base attack" everybody can always do. They are equivalent with the fighter attack action or wizard cantrips. Then we have special abilities that use ressources, that can help with social and exploration pillar. Spells, bardic inspiration and some other stuff I can't remember right now. If we look at it: When Wizards and fighters only use their at will powers for fighting, the Fighter does roughly 100% more damage than a Wizard. When casters and non casters use their at will social and exploration skills, only rogue ands bards get a benefit trough expertise, which is also roughly 20% at first level (to hit a DC 15 with a +5 has a 55%, with a +7 a 65% Chance, 65 is roughly 18% more than 55). The rest is up to the players to alocate their skills and ability scores. Wizards usually don't get high ability scores that are good for social or exploration pillar, but Bards and Druids and Clerics get that (Charisma, Wisdom). So at worst we have at Level 1 a Cleric with a perception of +5 vs our Expert Rogue with +7 (18% difference) at best we have a wizard with 0 wisdom and no Prof on perception vs a + 5 (prof.) or +7 (expertise), the difference is 83% to 117% to hot DC 15. So a character with proficiency or expertise and best ability score at lvl. 1 has roughly double the chance to successfully do a skill check against DC 15. The other option is a +2 (prof.) Or + 3 (ability score modifiers of+3), where a + 5 or +7 is 22% to 63% more likely to succed. But like it is often said: Everybody gets proficienies, everybody can get expertise trough a feat. So At-Will social and exploration powers are not balanced between classes like At-Will Combat powers. Now some classes get limited ressources that can aid them during combat and during social and exploration Pillars, mostly spells. Now some are hard to calculate. Like, what Bonus does Disguise self actually give? But we can try. Let's look at some spells: Friends. Gives advantage on Charisma checks.That's a bonus that equals a +4 against a DC of 15. Guidance: +2,5 on any skill checks on average. And that are just cantrips. Disguise Self - let's say that's advantage on deception. So mathematically a +4 to Skill Checks again. The same with alter Self. Suggestion: That's hard to calculate. If the creature fails the saving throw, I would count that as a critical success. The creatures does exactly what you want. So at Lvl 1 that's a DC 13, but ignite succeeds the effects would by like a Nat 20 Persuasion Check that bypass most "the NPC wouldn't do that" problems. I would say that could be the equivalent of a +10 to a skill check trying something similar. Enhance ability is easier: +4 thanks to advantage. So, I will not check now all spells that have applications outside of combat and give them arbitrary numbers I think would feel right as a bonus in comparison to skill checks, but the direction is clear. Level Spells without drawback can be counted as to be the equivalent of at least a +4 for a skill check. What does that mean? While the At-Will Baseline Skillcheck bonus (outside of Bard an Rogue) is similar for all characters, when spellcasters have free spellslots to use, they can up their bonus by at least +4 or a 36% (skill +5) to 67% (skill 0) increased chance to hit DC 15. So in Conclusion, while Casters have Spellslots to spare, they are 36 to 67% more efficient than non casters in the Social and Exploration pillar. Without spellslots to spare they are equal. (Except for Bards and Rogues) [B]Solution without making WotC change the rules:[/B] Increase the number of combat rounds and out of combat situations in which the caster will use up their spellslots. That's like the only solution without changing the rules. [B]Solution with changing the rules:[/B] [LIST] [*]Remove expertise for the Bard. They are already a caster, so they now have at lvl. 1 a +7 and also a +4 thanks to spellcasting? That's a lot. [*]Either: [/LIST] - Raise the Baseline for Non-Casters so that that with at Will Powers, like giving them expertise so that they 20-30% better than casters with at will skill checks. So without expending ressources Non Caster will be better at Social and Exploration, but with spending spells, Casters will be better - similar to the Fighter and Wizard in battle, where the fighter base damage is stronger than the wizard's, but when the wizard goes Nova, he outdamages the fighter. Reliable medium damage output vs. Low reliable damage output with high spikes. - give Non Casters limited use abilities to also gain Nova Options for social and exploration pillar. The OneDND Playtest fighter actually get one such ability where he can give himself advantage on a skill check, I think. Yes, I want my Inventor-Class or Gadget Fighter :). [/QUOTE]
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